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1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 01:10:56 PM

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121  Community / DevLogs / Re: My new shoot'em'up game! on: June 18, 2015, 08:30:39 AM
Just added new fire shot:  Cool

122  Community / DevLogs / Re: My new shoot'em'up game! on: June 18, 2015, 02:28:03 AM
Flamethrower.. Wheeew...

123  Community / DevLogs / Re: My new shoot'em'up game! on: June 17, 2015, 12:05:37 PM
Here is the brand new sideshot. And Asteroids!!  Well, hello there!

124  Community / DevLogs / Re: My new shoot'em'up game! on: June 17, 2015, 01:21:49 AM
Spreadshot Wink

125  Community / DevLogs / Re: My new shoot'em'up game! on: June 16, 2015, 09:54:09 AM

Laser!!!! Zip! Zappp! Zip!

126  Community / DevLogs / Re: My new shoot'em'up game! on: June 15, 2015, 08:51:02 AM
Thanks.

The wave editor just defines waves and saves them into a slot.

I script each level with javascript. Those scripts generates enemies, applies various AIs to a FSM of those enemies, and those AIs can also use any of the paths I definied. The scripts are very simple, and I can update them in the client on the fly. But I'm not quite sure if I require it, but I'm also thinking of putting some effort in a Level-Editor (but it's hard to design something simple that has the flexibility of scripting everything).

So I can switch waves off an enemy on the fly and I also manipulate them on the fly. For example I assign a path to 10 enemies, and than move the last point of the path so all enemies build a cool formation at the end of the wave Wink
127  Community / DevLogs / Re: Our Way Up - [fast-paced vertical scroller] on: June 15, 2015, 07:07:33 AM
looks like a lot of fun ;-)
128  Community / DevLogs / Re: My new shoot'em'up game! on: June 15, 2015, 02:02:40 AM
@crbonilha

Thanks. It's very simple algorithm based on bezier curves. This is my javascript (I'm using cocos2d-js) code for my path/waveform class:

https://gist.github.com/JochenHeizmann/1033ee84c1998a906737

@weashell: Very cool idea to move the enemies along the path based on the rythm of ths music. I definitly wil play around with your idea. What I already tried is that I can switch formations smoothly in real time. For example: They are moving in to a traditional space invaders-like formation, then when the player collects an item or something they instantly change the formation to an letter or icon-like-picture made out of enemies, which looks quite cool.

Edit: Wow, Overfall looks awesome!!
129  Community / DevLogs / [RELEASED] Helicopter Mega Splash on: June 13, 2015, 04:22:41 PM
I'm proud that today I released the shoot'em'up / wreck'em'up game for iOS: Helicopter Mega Splash. It's free with a few ads here and there (not too much I swear  Cool ).

DOWNLOAD NOW
OMG IT'S FREEEEEEEE!!!!

Video:







Swing your helicopter’s wrecking ball and smash attacking opponents.

This action game won’t leave a dry eye in the house - you’ll fight against hordes of oncoming enemies. Collect power-up items to transform your helicopter into an all-destroying fighting machine. A new challenge awaits you each day at midnight.


  • Swing the wrecking ball by touch
  • Fight and destroy hordes of enemies
  • Collect power-up items and use super weapons
  • New level awaits you each day
  • Feel the adrenaline-pumping, rocked out soundtrack
  • Get your game on and show the world what you're made of (only iOS 9)

DOWNLOAD NOW
WHOOT? YOU'RE STILL READING THIS BROING POST?Huh?




ORIGINAL POST:

I just stumpled upon some assets my friend Emmanuel had made over 10 years ago for a game project we've never released. I used them to test a few new features of my engine. As it was fun playing around with it I started to create a shoot'em'up game with them.  Big Laff Big Laff

I don't know if I will ever finish it it - but for now it's a lot of fun implementing new features and playing around with it.



My simple Wave Editor:
130  Community / DevLogs / Re: Tiny Thor on: January 18, 2015, 10:02:25 AM
Here are some of our new NPC's:

131  Community / DevLogs / Re: Tiny Thor on: January 11, 2015, 03:41:10 PM
Here are some new screenshots of the new night levels:








132  Community / DevLogs / Re: Tiny Thor on: December 12, 2014, 10:08:37 AM
love it. but already told you that offline  Cheesy
133  Community / DevLogs / Re: Bots Boom Bang on: December 10, 2014, 11:55:38 AM
Thanks Wink
134  Community / DevLogs / Re: Tiny Thor on: December 10, 2014, 07:56:41 AM
We just released a big update for Tiny Thor for iOS (Android/WinPhone will follow soon):

http://geni.us/tinythor

Hope you'll like it!

P.S.: It still has the old graphics. We decided to use the new graphics in "Tiny Thor 2" Wink
135  Community / DevLogs / Re: Bots Boom Bang on: December 07, 2014, 03:31:46 PM
Now available for iOS  Beer!
136  Community / DevLogs / Re: Tiny Thor on: November 26, 2014, 11:37:31 AM
thanks  Smiley
137  Community / DevLogs / Re: Tiny Thor on: November 26, 2014, 11:31:14 AM
here is a new screenshot and a new enemy  Cool


138  Community / DevLogs / Re: Bots Boom Bang on: November 18, 2014, 12:11:51 PM
Here is the (free) official soundtrack. Keep calm and get funky!

https://soundcloud.com/jochenheizmann/sets/ost-bots-boom-bang

 Cheesy
139  Community / DevLogs / Re: Tiny Thor on: November 05, 2014, 07:03:59 AM
As lots of people told us to keep the retro style we decided to change the style back to 16-bit-retro graphics Wink

This is our new char:


Here are some mock ups:


140  Community / DevLogs / Bots Boom Bang on: November 01, 2014, 06:20:29 AM
Out now: Bots Boom Bang
A Puzzle-Game about funky Bots

Download at the App Store (iOS)  Beer!



Gameplay video: http://www.asylumsquare.com
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